I think maybe there's good capcom who makes Monster Hunter and Ace Attorney then bad capcom who makes everything else

This past fiscal year's been up and down for them. Monster Hunter World was a breakout hit and their Switch ports enjoyed success. However, much of the rest of their lineup underperformed or bombed. They also delayed their mobile game lineup to the second half of this year after deciding to outsource development to established mobile developers.

Capcom today reminds of where SEGA and Square-Enix were in back in 2010. During that time, these two publishers had a handful of breadwinners with most of their brands cratering in value. SEGA downsized to products that reliably made money and Square-Enix doubled down on improving the quality of their games. It also helped that these publishers had a successful mobile games division. Here's to hoping 2018 goes better for Capcom. With Monster Hunter World and SFV Arcade, they're starting to turn a corner.

not surprising given that Monster Hunter is practically keeping them afloat, those games always sell impossibly well. DBZ and Monster Hunter together sold like almost 8 million in January which is insanity.

This past fiscal year's been up and down for them. Monster Hunter World was a breakout hit and their Switch ports enjoyed success. However, much of the rest of their lineup underperformed or bombed. They also delayed their mobile game lineup to the second half of this year after deciding to outsource development to established mobile developers.

Capcom today reminds of where SEGA and Square-Enix were in back in 2010. During that time, these two publishers had a handful of breadwinners with most of their brands cratering in value. SEGA downsized to products that reliably made money and Square-Enix doubled down on improving the quality of their games. It also helped that these publishers had a successful mobile games division. Here's to hoping 2018 goes better for Capcom. With Monster Hunter World and SFV Arcade, they're starting to turn a corner.

if the long rumored DMC5 gets revealed this year it'll be another slamdunk, as will the Street Fighter Anniversary collection and potentially previewing the Resident Evil 2 remake project. The only big black eye is how impossibly bad the MVCInfinite release went and idk if they can salvage it.

not surprising given that Monster Hunter is practically keeping them afloat, those games always sell impossibly well. DBZ and Monster Hunter together sold like almost 8 million in January which is insanity.

MH has always been a huge franchise in Japan, finally some fiscal analyst at Capcom "hey maybe if we make this more accessible to the west, it will sell a bazillion copies here AND over there."

not surprising given that Monster Hunter is practically keeping them afloat, those games always sell impossibly well. DBZ and Monster Hunter together sold like almost 8 million in January which is insanity.

if the long rumored DMC5 gets revealed this year it'll be another slamdunk, as will the Street Fighter Anniversary collection and potentially previewing the Resident Evil 2 remake project. The only big black eye is how impossibly bad the MVCInfinite release went and idk if they can salvage it.

SFV had free updates and heavy discounts but still struggled to hit its initial sales goal over the course of two years. I see MvCI ending up in a Goodwill store for a dollar. Fighting games (Injustice 2, Tekken 7, ARMS, DBZF, etc.) are experiencing a renaissance so failures like MvCI really stand out.

Wasn't Street Fighter V not even made by internal Capcom staff, didn't they farm it out or something

According to Ono, SFV had the largest internal Capcom development ever for a fighting game. A good portion of the team were college recruits. DIMPs was a co-developer. They also worked with outsourcing studios in Japan, Malaysia, and China.

I didn't. I just went ahead and bought one. That one specifically too funny enough. I just now saw there's a slightly new model after the fact but I figure it can't be that big of a difference between them

You wouldn't notice if you never got an SSD. Just as long as you got more than 240GB of storage since games are stupidly huge.

Scalding Coffee fucked around with this message at Feb 1, 2018 around 19:06

yeah SFV improved a lot in some ways but unless you bought Arcade Edition and play other people there's nothing there for most people. Even the Arcade single player poo poo they added is garbage because the only 2 difficulties are "braindead" and "reads your every input like loving crazy." Other games like Tekken, Injustice 2, and Arcsys games have figured out how to make better CPU fights and better singleplayer content so Capcom is always playing catchup.

If you plan on ever fighting out of bronze then SFV is just as complicated as any other fg, maybe more so because it sucks and 90% of the characters are depressing to lose with and not exciting to win with.

I never get the argument that SFV is simple. It just seems to have less options but it still seems to have tons of ultra precise combos and setups with little room for error. Like, part of the reason I don't like the game is because it simplified the fun parts and made them feel dull while keeping in the dull complex things that keep me from really getting deep in almost any fighting game.

I think people are defining complexity differently. I don't really file things like 1 frame links under complexity so much as just execution. It'll vary from character to character, but combos are generally also fairly short. Anime games have 5 different bars, every character has their own special resource, and basic combos are 10 steps long. Tekken has a ton of position and character dependent stuff and huge move lists to keep track of. All of that's cool and I like it and am glad it's there, I just can't do it or keep track of it compared to SF's relatively more limited characters. I can't do the fast inputs anime games need, but I can manage SF's.

Maybe I'm just saying SF is easier when you're a dumb bad, but I'm a dumb bad.

I think people are defining complexity differently. I don't really file things like 1 frame links under complexity so much as just execution. It'll vary from character to character, but combos are generally also fairly short. Anime games have 5 different bars, every character has their own special resource, and basic combos are 10 steps long. Tekken has a ton of position and character dependent stuff and huge move lists to keep track of. All of that's cool and I like it and am glad it's there, I just can't do it or keep track of it compared to SF's relatively more limited characters. I can't do the fast inputs anime games need, but I can manage SF's.

Maybe I'm just saying SF is easier when you're a dumb bad, but I'm a dumb bad.

SF's barrier for execution is much higher than anime and Tekken games is the thing that trips me up. I can't hitconfirm for poo poo in SF A

I don't know if that's actually true, so much as that in Street Fighter you reach the plateau where execution is the only or most effective way to advance your game much quicker. Especially if you're going to talk about all anime games and all Tekkens in general.